You're stuck inside a 2D slice of a 3D world - locked to a single depth. Choose the slice, and prove you can cross it! Unlock upgrades or perish. It's simple: just go from A to B!
Really solid game. The concept of slicing through and choosing your own path is super creative, and the visuals are very polished.
After the initial shock of novelty, I did feel that the player-drawn paths made the level design feel a bit loose—since the focus shifts more to making choices rather than navigating well designed platforming challenges. Maybe making those player-created paths into interesting levels would require a very different approach to level design—or perhaps it’s just one of the tradeoffs of such a unique mechanic.
That said, making something this complete and inventive within such a short time is genuinely impressive. I wish I could be as good as you. Great work!
What an overscoped concept XD! The shader and proc gen for the custom levels sounds so difficult to pull off, but it works really well. I like the creative take on the theme, but it doesn't match as well as some other games do.
This is hands down my favorite game of the Jam, that concept is amazing, being able to carefully plan your way while trying to greed for points is amazing. The only frustrating things for me are the wall bounce that is very limiting in term of movement and the sphere ending up a bit too high, but otherwise this was extremly fun to play, the rogue like upgrades makes it very fun to progress and the end levels can make some intricate greed move extremly gratifying when pulled off, I will probably come back to it to play it again, very nice job !
Crazy creativity! I'm amazed! I just had trouble understanding that red blocks are deadly, i just assumed they were impassable obstacles due to my upgrades.
This is such a cool idea and a really polished game. I liked the variety of options in the upgrade system allowing me to tackle more and more difficult paths.
I hadn't initially realised that red blocks would hurt me, maybe introducing this a bit more explicitly would help? I also found the ability to pick your own path (whilst really fun in concept) meant that the challenge level was kind of up to me. Maybe keeping one of the endpoints static could help you design specific challenges that the player has to engage with?
Honestly I'm just nit-picking about how I may tackle some of the interesting game design challenges that this brings up though, the idea and the execution are both awesome! Well done!
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After the initial shock of novelty, I did feel that the player-drawn paths made the level design feel a bit loose—since the focus shifts more to making choices rather than navigating well designed platforming challenges. Maybe making those player-created paths into interesting levels would require a very different approach to level design—or perhaps it’s just one of the tradeoffs of such a unique mechanic.
That said, making something this complete and inventive within such a short time is genuinely impressive. I wish I could be as good as you. Great work!
You're a god damn wizard for this one. What an awesome idea and excellent execution of it. 👌 Entries like this give me Imposter Syndrome, lol
I hadn't initially realised that red blocks would hurt me, maybe introducing this a bit more explicitly would help? I also found the ability to pick your own path (whilst really fun in concept) meant that the challenge level was kind of up to me. Maybe keeping one of the endpoints static could help you design specific challenges that the player has to engage with?
Honestly I'm just nit-picking about how I may tackle some of the interesting game design challenges that this brings up though, the idea and the execution are both awesome! Well done!
I can't wait to see more!
Congrats!